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Mardomus

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About Mardomus

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  1. Its decent, because the mobs die too fast inside his belly when you're jumping against lower level mobs, until that mob(s) level is at least 50+ and can survive 2-3 jumps. But we still have to deal with a 2.5 Energy drain (Streamline & Fleeting Expertise) from his 4th, which wouldn't be bad IF they actually fix his energy drain from Feast and his buffs from Nourish.
  2. Saw the new changes to Grendel, and I curious as to why Feast continues to drain a lot of energy after a couple of seconds per mob? It still defeats the purpose of his Passive, and limits him to certain amount of mobs inside his body to use his other kit. How come Nourish isn't an all used skill and we still have to look for 3 types of mobs... for a buff? Plus, we still have a weak healing ability? I would like some Regen along side the other 3 buffs he get, too. Finally damage scaling to Regurgitate, but we can't even store enemies inside his stomach long enough to use later, so its basically use on capture type ability.... The Pulverize energy drain is a decent idea, but the problem still remains is that its still an impact damage and the damage is bad for a 4th ability. To improve his other abilities, you have to actually fix the core, which is his horrible energy drain.
  3. Hello, I fixed my post on Grendel and will continue there to update if need be. Let me know what you think of the new ideas I wrote. Thanks!
  4. Whew. Here we go, again; Passive: needs a buff. Feast: over time energy drain needs to go. This doesn't show on the tool tip how much the energy drain is multiplied per second. This defeats the purpose of his Passive. Also, shouldn't he get some type of HP regen while the mobs are inside? Nourish: is decent, but I rather have all 3 buffs active on one chew. The health received should be increased, and he should be able to one shot mobs inside to consume buffs/health/Regen (If possible), and a new buff should be added for Health Regeneration. Regurgitate: damage is very weak, and it didn't do a good AoE splash as presented on the video, unless its bugged. Pulverize: damage to enemies 40+ is weak unmodded. I'm not a fan of the knock back impact and I don't think this ability scales, does it? I don't like the fact that when I hit a mob rolling, I get knock back as well. I found this quite annoying, especially considering its controlling nature. Suggested Changes Passive: His Passive isn't really a passive when you're already lacking energy sufficiency overtime with just 1 mob inside (50 Armor). How would gaining armor help if two or more mobs inside are burning through his energy overtime exposing him to no energy, becoming very squishy, and unable to use the rest of his kit effectively. Nourished Energy doesn't even work well, even with Rage or Hunter Adrenaline added. To add off, you still have to find said mob in order to even gain the Nourished Energy buff. To help maximize his passive, I suggest a stacking armor buff (50 per stack) from 1-10 or 1-15 for "an" enemy (doesn't increase with more enemies) inside and as long as that enemy or as long as an enemy is inside his belly the buff remains and has a 15 second timer when no enemy is left, and refreshes if you feast while there is still time left. Also, upon different types of enemies consumed, Grendel gains a Food buff that allows him to modify consumed enemies to that specific weakened type of status; For Example Viral for Infested, Corrosive for shields, Magnetic, etc. This will allow Grendel to be versatile to all types of mobs. Feast: Feast at the moment is HIGHLY broken making Grendel limited to kit usage, because of the overtime energy drain from a mob(s) inside his belly for "x" amount of time or "x" amount of mobs stored. I suggest taking away the punishing energy drain and have the ability drain energy by default of 1.5 with any amount of mobs inside his belly (fixed with Efficiency down to the lowest .38 energy per second) and not have "x" amount of mobs or time effect that/the drain. I leave one Mob in my belly for keep sake and it takes me down to zero with a .38 Drain/Second. That's ridiculous. This makes his gameplay more punishing then enjoyable. For example: I go into a mission and only grab one mob, since the energy drain overtime is viscous, and consume that mobs' buff. I'm unwilling to search for a range or melee, because most waves have more ranged than melee, also depends on the mission type, therefore, it limits which buffs I can use for that current situation. After receiving that buff I would grab another mob and keep it inside, because, as I wrote above, more mobs are punishing. I would have to choose to use it to refresh a random or said Nourish buff, or choose out of the two lacking damage abilities to help clear mobs. Nourish: The current design of Nourish is punishing. To find an enemy that works around the consumed buff limits Grendels' Nourish ability and its potential. I suggest when he consumes an enemy (1 shot 1 kill) all buffs become active. The search bar is too small to find and swap to a certain buff, and, as I wrote above, trying to find said enemy for a specific buff is punishing, so it makes it less frustrating and more rewarding when all buffs can be activated on a single consumption. It drains less energy and gives wiggle room for other stored mobs to be used with other abilities within his kit. I also suggest to increase the effects of Nourished Energy and add another buff. Before I get into that buff, I would suggest taking away his 75 shield and convert that into more Health and add 100 to 150 more energy. The other buff should be Nourished Flesh and this should be a heal regeneration buff at a "x" % of Ability Strength (Similar to Wisp Regeneration Healing). For example: Grendel gains 40 Health per Second (Default or can be changed) for the consumed flesh for the default duration of 25 seconds. This will fix his Health problems (Nidus and Inaros have interesting healing abilities, especially Nidus Regeneration, for tanks that have no shields, or barely no shield in Grendel's case). Also, when an enemy is consumed, Grendel still gets healed, though that healing buff should be doubled. Upon consumption, he also gains a 3 staking health pool of 180% health (630 health) for the duration of nourish and this can be refreshed when a new enemy is consumed and cleared when the duration ends; this can be known as feasting. This will fix the cycling problem of Nourish buffs, add more healing into his kit, and rewards players with buffs rather then searching for them from said mob limiting his kit. Regurgitate: This ability is very weak and lacks a lot on the damage side, even with the damage buff from Nourish. I suggest a damage increase (scaling on amount of mobs effected by the AoE or how many stored within his body and throwing 3 at once increase the damage/status), and enemies thrown out of Grendels' body be covered in corrosive or gas; I wrote this above when talking about his Passive to certain enemy weakened status upon consumption. Upon ground contact a corrosive or gas patch is left on the ground, and/or if it hits an enemy a cloud of said status will deal damage in that area, and last for 4 -8 seconds. Pulverize: This ability also lacks damage. I suggest taking away the knock back and impact, instead, have mobs get stuck onto Pulverize dealing gas and/or corrosive damage (I wrote this above when talking about his Passive to certain enemy weakened status upon consumption), scaling per second from rolling or time stuck on Pulverize. Also, allies are able to hit/shoot enemies stuck on Pulverize. When hitting a wall or slamming a ground, Pulverize should add some type of status damage based on that consumed enemy type on that area impacted area. When he exits rolling phase, there should be a large cloud of gas, corrosive, etc. status damage around him for 4-8 seconds. I believe this would fix the annoying knock back issue when hitting an enemy(s) and knocking them back chasing after them and adding some scaling status damage beside impact and knock back. Conclusion: To me, it feels like he is lacking on the energy side. My thought of playing this Frame was to capture enemies, use their bodies as a buff and source of survival and damage, instead, its very energy consuming over time, lacks damage, healing is too low, and capture said mob to get said buffs has him run around to find said mobs just to get said buff leaves him useless when needing said buff for certain occasions. As of right now, I'd give him a 3.5/10. He's still in Beta Access.
  5. I have a lot of problems with Vauban and couple of likes. Like: 1). The combination of his Vortex and Bastille. 2). The Photon strike. Dislikes: 1). His Bastille buff is weak due to the ramp up time for the buff to be effective, and by the time that happens, Vauban is dead, unless you mod Quick Thinking. The augment for Bastille could have had 20% of the damage reflected back at the attacker and while being inside Bastille, you and allies gain 50-60% Damage Reduction, so 20% of the damage incoming you'll get hit with. It could also provide some type of healing, or something more flavor-able for Vauban to live at the moment. Also, Bastille and Photon Strike should be switched. 2). Minelayer drains too much time and energy. Tether Coil: has a max of grabbing "two" mobs, so basically you'll have to spam (waste time and energy) for the ability to become effect. Khoras' ability Strangledome does what Vaubans' Coil/Bastille abilities can do, but better. It can pull in a lot of mobs tossing them around and deal a lot of damage, while Vauban has to work harder for less. This was the same problem with the previous Minelayer and Vauban design. Setting up, and wasting energy for an ability that is lacking compared to other frames whose abilities do better. Flethette Orb: doesn't do much damage unless there are low levels, CC'ed or unless you Mod for Power Strength and that alone will put Vauban in horrible state, because he has nothing to keep him alive. This, at least, could have been an ability that would keep Vauban alive. To me, it is useless, and it doesn't serve purpose except take up a potential cool "Engineering" ability. My unmodded pistol does more damage, so that tells me not to use this ability, at all. Vector Pad: I don't see anything cool or fun about it. All I see if an upgraded version of another troll ability that's taking a spot for a cool creative "Engineering" ability. This could have been a survival ability as well. Look at Wisps turrets. How can an Engineer think of such a lacking ability, while wisps/Octavia does... much better? I've seen many on the forums complain about this ability, and I'm shocked its even there. Overdrive: Its a Meh ability. Correct me if I'm wrong, but doesn't the tank Grendel have a much stronger version of the Engineers' ability? Its decent, but it doesn't refresh the time on it, which it should. Minelayer is still as useless ability. Wisps' turrets provides HP and healing, Speed, and cc enemies close the person who has the buff. Even Octavias' Metronome provides cool support buffs. What happened to Minelayer? 3. Tesla Nervos goes all over the place. It went across the map CCing mobs, while other mobs close by me running loose. The proc should have been 100% considering the lack of survivability Vauban has when he's on the move. They should also stick close to him while he's on the move. The augment is useless, too. Did they reduce the damage? In conclusion, Vauban is still the stationary Frame he was instead of the mobile look he was suppose to be. He did get new abilities that are useful such as his Phroton Strike, Bastille/Vortex combo and Overdrive, but he still lacks mobility. He lacks survivability on the move. He still wasting time and energy setting up a defense that other frames do better with far less work and energy put into it. Its hard to build him the way you want, because most of the mods go to surviving rather then building up other abilities. Octavia and Wisp provide more in terms of buffing and Khora in CCing without the use of 4-6 abilities. He still needs a lot of work. Not surprised, instead sad.
  6. Testa: The new "Tesla" ability seems to be more of a hinder, and I wish it was played more in survival or other areas to see how it plays out. Imagine playing survival, and the new Tesla attaches to a mob(s) and you have to move from point "A" to "C", and the Tesla remains on that mob(s). That could be a problem. I'm not sure if Tesla stays close to you within a certain range and moves with you if you're out of range. Also, how quick does it react to mobs in front or near you while moving. The rolling/attachment effect is awesome, but the delivery is lacking. Minelayer: I like the idea of "Sticky Mine" and it looks like it will work well with Bastille, Vortex, Nail AoE, and Tesla. Does range mods effect this? The "Nail AoE" should have a slash status as well and what is the status % of the Puncture, or am I mistaken and there is none? The "Speed Boost Pad" is a worthless ability that's taking up a slot for a potential survival/support slot. That ability could have similar effects to Tesla by latching onto you or a friendly, like Clem or wisp, and providing buffs like Speed Boost (Rush %), Fire Rate, HP Regen, Energy, and/or Ammunition. This is such a bad ability. I don't know how you did wisp right, but got this wrong for Vauban..... The "Damage" boost is nice and it would be cool if it stacked if you're playing with a team. Also, will this ability be seen on the map by other players so they know what it is and look like? Orbital Strike: I was against this ability, because most don't scale. But, it does and that's awesome. I wish it did leave a little 4 Second AoE Radiation or Heat patch after the explosion that deals 10-15% of the damage it dealt, but if not its still a nice ability. Bastillex: I really like every single thing about this ability. The armor strip is nice, but how fast does it take to strip it and will Natural Talent work with it? The idea of having Vortex gather with other Vortex into one will work well for higher level mobs, especially when they're grouped. You can drop another Bastille to strip armor and Orbital Strike. This looks like the most interesting ability of them all. Also, I'm not sure if I heard, but does the team buff inside Bastille scale to the armor being stripped (Higher Armor Mobs), and does duration increase the armor you receive once Bastille is gone? I don't like the animations for the 3rd and 4th ability. Will there be an option where we can choose what ability animations we want to use for each instead of completely taking out the old one? This could be a nice feature to add, too. Will Vauban get an energy increase? What will happen to his augments and how will they be beneficial to the new abilities, and will we get an augment for Minelayer?
  7. Well I already wrote the problem, but you already wrote that you didn't read the rest, so me writing more explaining would be a waste, but thanks for the response, I guess...... 😂
  8. Testa: The new "Tesla" ability seems to be more of a hinder, and I wish it was played more in survival or other areas to see how it plays out. Imagine playing survival, and the new Tesla attaches to a mob(s) and you have to move from point "A" to "C", and the Tesla remains on that mob(s). That could be a problem. I'm not sure if Tesla stays close to you within a certain range and moves with you if you're out of range. Also, how quick does it react to mobs in front or near you while moving. The rolling/attachment effect is awesome, but the delivery is lacking. Minelayer: I like the idea of "Sticky Mine" and it looks like it will work well with Bastille, Vortex, Nail AoE, and Tesla. Does range mods effect this? The "Nail AoE" should have a slash status as well and what is the status % of the Puncture, or am I mistaken and there is none? The "Speed Boost Pad" is a worthless ability that's taking up a slot for a potential survival/support slot. That ability could have similar effects to Tesla by latching onto you or a friendly, like Clem or wisp, and providing buffs like Speed Boost (Rush %), Fire Rate, HP Regen, Energy, and/or Ammunition. This is such a bad ability. I don't know how you did wisp right, but got this wrong for Vauban..... The "Damage" boost is nice and it would be cool if it stacked if you're playing with a team. Also, will this ability be seen on the map by other players so they know what it is and look like? Orbital Strike: I was against this ability, because most don't scale. But, it does and that's awesome. I wish it did leave a little 4 Second AoE Radiation or Heat patch after the explosion that deals 10-15% of the damage it dealt, but if not its still a nice ability. Bastillex: I really like every single thing about this ability. The armor strip is nice, but how fast does it take to strip it and will Natural Talent work with it? The idea of having Vortex gather with other Vortex into one will work well for higher level mobs, especially when they're grouped. You can drop another Bastille to strip armor and Orbital Strike. This looks like the most interesting ability of them all. Also, I'm not sure if I heard, but does the team buff inside Bastille scale to the armor being stripped (Higher Armor Mobs), and does duration increase the armor you receive once Bastille is gone? I don't like the animations for the 3rd and 4th ability. Will there be an option where we can choose what ability animations we want to use for each instead of completely taking out the old one? This could be a nice feature to add, too. Will Vauban get an energy increase? What will happen to his augments and how will they be beneficial to the new abilities, and will we get an augment for Minelayer?
  9. I'm curious to how they're going to change Vauban's Augments to his new abilities. Also, he doesn't have one for his 2nd.
  10. Actually, Wisp support should have been what Vuaban's 2 is and I doubt they'll do anything like that for Vauban Rework, which I'm kind of scared to see this Friday.
  11. No, you mean Nova is a Nightcrawler.
  12. Wasn't Nezha's speed was also reduced? Volt isn't the fastest frame and that went to Gauss and probably Grend. If you're complaining about his speed, just add more speed mods into his build. He's still a strong frame, so I really don't see this "nerf". OG FastFrame is Gauss and Grend and always will be. Nothing wrong being 3rd.
  13. First, of course the community is toxic, but not all. There are individuals who are helpful, while others complain about getting kicked or banned for writing things they shouldn't. Also, I don't respond or start conversations in groups, because I am listening to music or concentrating on what's going on. That is me and how I play, though. I don't speak/write for how for others play. Second, I enjoy the story, however, I am a bit saddened about its lack of content to keep the lore fresh on the current story mode. The nightwave, to me, is another source of side lore content I am content with and don't mind contributing time in doing it, though I do miss alerts and wish that was added back in with the nightwave. But, the rewards are lacking and more unique stuff should be added. I do like the shoulders, op cosmetic, and the aura this season, but that's not enough to keep players engaged. Thirdly, the gameplay could add more fun and different types of objectives with better scaling rewards players still ask for with new mods, etc. Maybe allow players to can change how certain ability are used. Maybe I don't like how ugly it looks spinning like Inaros as Renenant. Or change primary and secondary weapon placements. More Content should be added to Plains and Fortuna. New events, maybe add back raids, something. Warframe reworks should be focused on, too. Too many frames falling behind or are not fun or enjoyable due to frame abilities and I'm sure many would like to play them. Sadly some are still lacking in todays game design. Also, many old and new frames lack creativity. For example Revenant, Baruuk ugly idle 1 ability, Atlas, Chroma, Vauban's current rework where his 4th looks the most promising out of the other stuff shown, warframe scaling ability damage, etc. Exalted weapons are still bad with their impact damage. Excalibur exalted/ augment has it right with status. The design and visual of how certain abilities are keeps me interested in that frame. You also forget too, some players like certain styles of the game, so you'll meet players who are content with the way things are as seen in videos or posts, while others, like me, who do want more, because content is lacking. Also, fashion frame can be good, but boy can they do better on attachments and primes.
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